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Vrald stands ready for action, looking around at local residences and businsses. His eyes scan, as he wonders about the best ways they may be reinforced and the people protected if there were to be a jail riot.
engineering: 1d20 + 2 ⇒ (6) + 2 = 8

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Does he want to be quiet or barge in? I'm confused. "I can try, but uh, I'm not very good and umm . . . I need help." Why doesn't she do it herself? Does she want me to fail first?
Fek scans the street for anyone obviously Perception: 1d20 + 22 ⇒ (14) + 22 = 36 or less obviously Sense Motive: 1d20 + 15 ⇒ (18) + 15 = 33 interested in himself or the prison. Once he feels it's safe:
Requesting guidance
Requesting the wand of reduce person
Fek carefully makes his way to the door Stealth: 1d20 + 25 ⇒ (5) + 25 = 30 and checks it for traps Perception: 1d20 + 25 ⇒ (9) + 25 = 34. Finding none, he picks the lock Disable Device: 1d20 + 26 ⇒ (6) + 26 = 32, then very carefully cracks the door open Stealth: 1d20 + 25 ⇒ (8) + 25 = 33 and peeks inside Perception: 1d20 + 22 ⇒ (8) + 22 = 30. Calm down. Calm down. Calm down! Stop being so clumsy or you'll get caught. And what if Holly realizes how bad you are? How could she not? You're terrible!
If the door is trapped, use the above roll to disable it, and this one for the lock Sleight of Hand: 1d20 + 25 ⇒ (7) + 25 = 32. All rolls assume reduce person was cast. Guidance used on first Sleight of Hand check.

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"I can say a prayer but it might not be what you are looking for. I would most likely provide you with a light to remove the darkness around you but those that like to hide in the shadows do not invite me to join them in exploring" Brother Theo said with a bright smile.
Sorry, do not have guidance

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Vrald studies the surrounding area, but defensive ideas don't seem to come to him.
After being reduced, Fek kicks into action. Finding no traps, he is able to unlock the gate, slip inside to a small hallway with another door at its end. The door has a small sliding window in the top, Fek examine it and finding it also not trapped, is able to sneakily pick it's lock as well. Continuing his stealthy manner, the tengu, slides into the room beyond.
This modest room contains a desk, and a half a dozen chairs, a door occupies the western wall. Also, an open ledger lies on the desk. Surprisingly, no one is in the Receiving Hall at this time.

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Fek checks the room for shinies (loot) and dangers Perception: 1d20 + 22 ⇒ (8) + 22 = 30, then quickly pockets the book and quietly moves the two isolated chairs over by the others Stealth: 1d20 + 25 ⇒ (20) + 25 = 45, before scampering back outside.
"Go left. Away from the chairs." Stealth (Aid Another): 1d20 + 25 ⇒ (19) + 25 = 44
Fek slides back into the room, checks the next door for traps Perception: 1d20 + 25 ⇒ (14) + 25 = 39, then listens carefully for sounds on the other side Perception: 1d20 + 22 ⇒ (18) + 22 = 40.

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Sorry for the delay.
Fek returns with a ledger for recording inmates’ status, crimes, and dates of entry and release. After a brief examination, you note that there are normally 34 prisoners here, and 21 of them are marked for temporary release for sun orchid festivities. The prisoners, including those still here, are in jail for significant but not heinous crimes (e.g. robbery and sabotage, but not mass murder).
Fek makes his way back in, finding the next door untrapped, unlocked, and all quiet on the other side.

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Vrald scans through the list, just in case any appear to have items of interest against them. Like sorcery or being devoted to dark deities.
"So.. only 13 to worry about. Odd about no guards on duty. Maybe we should 'inspect' the prison. Given the door is open and all. That would be our civic duty after all."

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Vrald doesn't see any egregious in the ledger.
Got everyone moved into the room. Let me know how you want to perceed, Fek scouting ahead or the party just going to move through the door?

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The group heads through the door, finding themselves in a hallway. Two sets of opposing double doors are ahead, the second set between two walls of iron bars with cell doors that help restrict traffic through this area. Apparently empty jail cells sit at the end of the hall ahead.

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Vrald tries the doors on the right, if they are unlocked he opens them, otherwise.
"Master locksmith, your skills are required. I suggest we avoid the courtyard for the moment... we are more likely to attract notice there."

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He saw how bad I am, too! And he's making fun of me. Sense Motive: 1d20 + 15 ⇒ (7) + 15 = 22 Wait, he means it. He thinks I'm not bad!
Fek listens for sounds from the hallway Perception: 1d20 + 22 ⇒ (8) + 22 = 30, then checks each set of doors and the gate for traps Perception: 1d20 + 25 ⇒ (12) + 25 = 37, Perception: 1d20 + 25 ⇒ (13) + 25 = 38, Perception: 1d20 + 25 ⇒ (2) + 25 = 27. Finding none, he opens any locked doors Disable Device: 1d20 + 24 ⇒ (3) + 24 = 27, Disable Device: 1d20 + 24 ⇒ (5) + 24 = 29, Disable Device: 1d20 + 24 ⇒ (15) + 24 = 39.
And here's some more rolls in case of traps Disable Device: 1d20 + 24 ⇒ (18) + 24 = 42, Disable Device: 1d20 + 24 ⇒ (8) + 24 = 32

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Vrald looks at the (hopefully clean) handkerchief.
"Why thank-you. But there is no need for gifts between comrades." he says somewhat awkwardly.
If Fek tries to open the doors into the courtyard, Vrald puts a gentle hand on his shoulder. "Let us save that for later."

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Leaving the courtyard alone for now, Fek finds the door to the right unlocked, opening it you find a storage and maintenance room for weapons and armor. An Armory, it contains less lethal and less imposing tools such as saps, mancatchers, manacles, and leather armor. The room is unoccupied.
Fek notices that hinges of the gate ahead look under-greased, perhaps intentionally; it's quite likely to screech audibly when opened. The gate is also oddly unlocked.

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"I find all these gates being unlocked, as suspicious." notes Vrald. He has a look around the room to see if there is any oil or grease that can be used to reduce noise on the gate.

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While you don't find any oil or grease in the rooms, you feel that should you have some it would quiet the gate down quite a bit.

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"Did anyone notice a food seller outside? They may have some lard or grease..." suggests Vrald.
Then Boffins does his stuff..
"Shall we press onwards?" He tries the gate (gently).

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With Boffins grease applied to the gate's hinges, Vrald is able to quietly open the gate. Double doors flank either side of the hall here, while another gate with similarly dry-looking hinges looms ahead, as well as empty cells beyond.
Muffled voices can be heard behind the door to the left, while other muffled voices can be heard coming from the direction of the cell area. Also, Fek's keen ears can hear the shuffle of paper behind the door to the right!

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"Fek, if you would be a dear, sneak on up the hall and let us know what you are able to see and hear."
Holly casts Vanish on Fek. Vanish will last for 5 rounds.

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Quietly Vrald reminds everyone "Remember, we are here to ensure there is no jail break, not to attack either guards or inmates. As we go, we should ensure doors are locked behind us. Are we planning on doing the surprise inspection? If so, that door to the right may be a good first bet. We can ask why doors are unlocked and no guards present."
I'll be out of town for the next few days, so bot Vrald as necessary. Any combat he will try and use non lethal strikes to avoid killing people, assuming they are not just prisoners/guards etc.

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Fek hustles to the gate (move) and opens it (move) just enough to slip through Stealth: 1d20 + 20 + 20 - 5 ⇒ (12) + 20 + 20 - 5 = 47, then closes the gate (move). He quickly moves to the second gate (move) and listens for as long as he can (2 moves) Perception: 1d20 + 22 ⇒ (17) + 22 = 39, Perception: 1d20 + 22 ⇒ (12) + 22 = 34, then reverses his steps back to the other side of the gate (4 moves) Stealth: 1d20 + 20 + 20 - 5 ⇒ (1) + 20 + 20 - 5 = 36.
Reappearing suddenly in front of Holly, Fek mumbles his findings to her.

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Boffins greases the hinges, but Fek finds the gate into the cells is locked. Easily picking it. Use DD check from above The vanished tengu sneaks into cells where 13 prisoners are spread among 6 cells. The conversations very but most seem to revolve around there dismay that they are stuck, while the rest of the prisoners are enjoying the festival. Fek rejoins the group, mumbling what he say to Dame Day.

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So you've gotten a look at the inmates through Fek's recon; voices to the left; and paper being moved about to the right.
What would ya'll like to do?

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Not that we really know what the jig is... But what the heck, we need to do something.
Vrald opens the door and steps through it.
"Why?" he says in a commanding voice. "Can I walk into a jail and find no guards or locked gates? What type of a place are you running here?"

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As Vrald reaches for the door, Fek twists out of sight from anybody in the room. No! They'll lock us up too! He clenches his robe in both claws to keep his hands from shaking, and tries to disappear into the east wall, Stealth: 1d20 + 20 ⇒ (2) + 20 = 22 while simultaneously watching the west door for signs of activity. Perception: 1d20 + 22 ⇒ (5) + 22 = 27

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Welcome back Vrald!
As Vrald steps into the room he finds, a tall man, wearing fine splint mail, with a greatsword strapped to his back, as well as a long bow, slightly long hair hangs into his face as he searches the desk, looking up in surprise at the questions now flying his way.
Um, well the prisoners have been released in the guard's custody to attend the festival. Wait, who are you? He answers, then questions back.

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Holly changes the appearance of her outfit to look like that of a local noble prior to stepping through the door.
"Ahhh...Finally someone who appears to be in charge. You are in charge of the guarding of this prison are you not?" Holly rushes on in her speech not giving the man a chance to answer. "We were sent to ensure that this facility was maintaining strict security protocol during the festival. Obsessively this does not appear to be the case as we were able to just step in and saunter about until we located you. Just imagine how Prince Zinlo will react to knowing that anyone could waltz in here and do whatever they so choose. What do you have to say for yourself? Come on, spit it out. I haven't got all day."
Bluff: 1d20 + 8 ⇒ (5) + 8 = 13
Chaosorbit: If there is another roll you would prefer for this let me know.

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Diplomacy: 1d20 + 20 ⇒ (18) + 20 = 38
This is one other skill I think could be used in the situation. Apply which ever you feel is most appropriate Choasorbit.

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Vrald nods in deferrence to Ms Holly. "And only local prisoners without serious offences were to be released. Not all of them." he adds sternly.

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Sense Motive: 1d20 + 1 ⇒ (3) + 1 = 4
Going to jump into initiative. Although no aggressive actions have yet been taken.
Brother Theo: 1d20 ⇒ 14
Dame Day: 1d20 + 12 ⇒ (9) + 12 = 21
Dr. Zephyrus: 1d20 + 4 ⇒ (10) + 4 = 14
Fek: 1d20 + 7 ⇒ (9) + 7 = 16
Lord Percy: 1d20 + 5 ⇒ (16) + 5 = 21
Vrald: 1d20 + 2 ⇒ (11) + 2 = 13
Man Behind the Desk: 1d20 + 3 ⇒ (16) + 3 = 19

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Brother Theo looked perturbed at the prison guard. While happy that the less serious offenders were out and about, he was surprised that they all were out, no mater what their offense.
"Who authorized it?" Brother Theo asked.

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A confused look is on his face as Dame Day makes here bluff.
Prince Zinlo indeed he mutters,
When Vrald calls his bluff and Brother Theo continues the questions, his gaze becomes more steely. Reaching in his pouch. His voice seems to raise as he replies.
I can answer all your questions, just let me find.
Initiative
Dame Day
Lord Percy
Man Behind the Desk
Fek
Dr. Zephyrus
Brother Theo
Vrald
Dame Day and Lord Percy may take actions. This is a full round and not a surprise round.

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Dame Day will take a 5 foot step back while drawing her wand of Enlarge Person.
Dame Day casts Enlarge Person on Vrald. "Vrald, be a dear and persuade this man that his action is in haste."

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Boffins blasts a cone of gas across the man...
DC14 For save.
sickened, and immune to fear effects for the duration. A faerie dragon can use this breath weapon once every 1d4 rounds
If the man is not completely zonked out by the dragon
Percy then blows a cold frost across the man...!
Hex - Ice Tomb Damage - 3d8 ⇒ (1, 5, 4) = 10
DC20 save for half (if he fails, he is entombed in ice)

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Do we need a token for Boffins?
Dame Day enlarges Vrald filling the entry way with the fighter.
Boffins flies near the man and breaths on him.
DC 14 Fort: 1d20 + 8 ⇒ (7) + 8 = 15 pass
The man manages to avoid faerie dragons euphoria mist.
Lord Percy then attempts his hex.
DC20 Fort for half/entombed: 1d20 + 8 ⇒ (8) + 8 = 16 fail
The man instantly becomes a giant block of ice.
Perception DC 5 to hear the battle: 1d20 + 12 ⇒ (16) + 12 = 28
Init
Mage: 1d20 + 6 ⇒ (7) + 6 = 13
Agent 1: 1d20 + 6 ⇒ (20) + 6 = 26
Agent 2: 1d20 + 6 ⇒ (15) + 6 = 21
The amount of noise seems to be growing in the room opposite the office.
Initiative
Round 1
Ageless Prison
Dame Day
Lord Percy
Man Behind the Desk 10 dmg / icy
Fek
Dr. Zephyrus
Brother Theo
Vrald
Fek, Dr. Z, Brother Theo, and Vrald are up

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Right, I figure most of the time Boffins is in the same square, but if not...the breath weapon is a 5 foot cone, so would need to be closer to the target; flying to scout, etc. Thanks! Ice Tomb is real nice btw!

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Sensing that trouble is probably now afoot, Dr. Vitruvian takes what looks like a round of black nut brittle out of his bag and eats it.
false life: 1d10 + 7 ⇒ (9) + 7 = 16